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View Code? Open in Web Editor NEWSci-fi-themed turn-based strategy game.
Sci-fi-themed turn-based strategy game.
At the moment HUD elements in the GamePanel are comprised of an outer panel, whose background image is the "border" for the interior panel, which contains the content e.g.: the image of the minimap, the image of the portrait, description of the selected tile.
The border draws first and then the content. It should be the other way around. This allows for better-looking and more intricate borders.
All non-free assets need to be replaced. This includes:
Select Ovelia and hover over her portrait and you'll see it fuck up
DecorIcons tend to draw on top of everything. This issue is being resolved in the depthdrawing branch
The rock decor icon has no portrait, or the portrait isn't loading properly. Click on a rock and the info panel down the bottom will mess up.
In-game, if you push escape, a lot of the buttons on this menu have not yet been implemented.
Entering town needs to be integrated with the new GameWindow system with a new "TownPanel" class. The challenge will be passing appropriate state from WorldPanel to TownPanel through GameWindow in a clean, encapsulated way.
When you select a party World.java performs breadth-first search to highlight those tiles that you can move to.
Currently the breadth-first search ignores the passability of tiles. This means it goes through impassable tiles and results in highlighting some tiles you can't actually reach.
Sometimes when you move the avatar ends up facing the wrong direction i.e.: a direction they couldn't have been travelling in, given impassable things around them.
If you select a party and click on its portrait this opens the party dialog.
Click on the portrait, then click again instantly as soon as the party dialog comes up and the dialog will be invisible and you'll be stuck in the party dialog.
Need assets for things like the EscapeDialog. Need a complete, decent-looking HUD theme.
If you move a party around their model will change depending on what orientation they are facing. This works okay for the default camera angle, but if you rotate and do this they will end up facing the wrong way.
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